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Postmortem: Mode 7 Games' Frozen Synapse
by Paul Taylor
[01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
3
Audio, Business, Game Design, Postmortem, Production, Indie
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How Colony Wars Came To Be
by Isaiah Taylor
[09.28.11]
One gamer's journey from a young fan to finding out how the popular space flight series from the original PlayStation took shape -- featuring new interviews with several of the original developers.
13
Audio, Game Design, Production
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The Shifting Saga Of Sound Shapes
by Brandon Sheffield
[09.21.11]
It took four years for Everyday Shooter developer Jon Mak to get his next game, Sound Shapes up and running -- but it's shaping up to be one of the PlayStation Vita's most anticipated titles, and he discusses it inside.
3
Audio, Game Design, Interview
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Sound Friction: Collaborative Challenges In Games
by Rob Bridgett
[07.13.11]
In this feature, experienced audio director Rob Bridgett (Prototype) explains how the expanded possibilities brought by modern technology have lead sound directors to have to make careful collaborative choices to support a game's vision.
1
Audio
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Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage
by Ara Shirinian
[07.08.11]
In this Game Developer magazine article, designer Ara Shirinian (The Red Star, uDraw) takes a look at two years' worth of magazine postmortems to mine them for common data points -- examining both what went right and what went wrong how often, and why.
17
Audio, Business, Game Design, Postmortem, Production, Visual Art
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Get a job: Visceral Games, 2K Marin, and others hiring now on the Gamasutra jobs board
by Eric Caoili
[02.03.12]
In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Visceral Games, 2K Marin, Sony Computer Entertainment America, and others.
 
Console/PC, Programming, Art, Audio, Design, Production, Business, Marketing
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Paul McCartney composing new music for a game
by Eric Caoili
[01.31.12]
Former Beatles member Sir Paul McCartney said he's composing a song that will be featured in an unnamed game -- one of the few titles to have a track from a member the legendary band.
4
Console/PC, Audio
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Team Audio: Emotion Designers
by Ariel Gross
[01.31.12]
In this reprinted #altdevblogaday opinion piece, Volition's senior audio designer Ariel Gross explains why your audio designers are "emotion designers," and why they and other members of your team need to remember that.
5
Console/PC, Audio
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Getting/Making Game Music that Fits - Classic Genre Series
by Harry Mack
[01.31.12]
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers.
 
Audio
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The Life of an American Developer in China: Investigative Design (Part 3)
by Kboom Games
[01.27.12]
What makes a good designer? It’s a question I think all good designers have asked themselves at one point or another.
 
Audio, Business, Game Design, Programming, Production, Visual Art, Social/Online, Smartphone/Tablet
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Soundscapes: The role of music and how Portal 2 failed
by Peter Hasselstrom
[12.25.11]
Music and sound are important tools in framing player expectations on what is happening in a game. In this article I explain how Portal 2 did things both right and wrong with its use of audio.
6
Audio, Serious
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Us And The Game Industry - Documentary Help Needed
by Stephanie Beth
[12.19.11]
Us And The Game Industry is a documentary on independent game developers.
2
Audio, Indie
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Soundscapes: What sound does to games and brains
by Peter Hasselstrom
[12.13.11]
Dynamic range and listening fatigue are concepts most don't think of when talking about games, but they play an important part in determining how long you can stand playing a game in a single sitting.
6
Audio, Serious
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Visceral Games Redwood Shores —
Redwood Shores,
CA,
USA
[02.08.12]
Sr. Audio Artist-Visceral Games
Visceral Games creates top quality next-gen games that push the boundaries of action entertainment. We have over a decade of experience at delivering high-intensity action gaming experiences such as Dead Space and Dead Space 2. As part of a worldwide group of EA studios, we have the stability and backing of a large company combined with the agility and fun culture of small studios and the mandate to make original IP. We are focused on creativity, polish, and shipping games that millions love as
Audio / Music / Sound
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Bally Technologies —
Las Vegas,
NV,
USA
[01.31.12]
Sr. Audio Composer
Audio / Music / Sound
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Trion Worlds —
San Diego,
CA,
USA
[01.27.12]
Audio Programmer
Audio / Music / Sound
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PopCap —
Seattle,
WA,
USA
[01.18.12]
Senior Audio Programmer
Audio / Music / Sound, Social / Online Games
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